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I can quit anytime & Wanderers at night

Last week a game I have wanted for a long time went on
sale. A game I purposely did not buy due to my lack of ability to manage my
time whenever an MMO involves itself in my life. That game was Funcom's third
entry into the MMO Genre "The Secret World".

Back in 2011 I was part of "The Secret World"
beta, and originally wrote the game off as another generic MMO with but the
skin of the modern world and built in roleplay. At that time I was dismayed
that none of the promises I perceived the creators made were not met. I was
running and gunning (or magicking in this case) zombies instead of delving into
an investigative mystery with shades of Lovecraft. I was managing stats instead
of allowing my character progress "naturally". The list then, as my
wife can attest, was nearly endless.

After launch and the normal Funcom launch issues, however,
I heard nothing but good things from old guild-mates, news sites and so
further. When the game went subscription-free (ala Guild Wars) a scant few
months after release my mouth watered. However, my life at the time was no
place for an MMO, children, work and just life forbade

such a thing. Last week,
however, flush with the fact that - through luck and the grace of Moradin - I kept
my job, I took the plunge and bought the game. As of right now, I am only
wading back to the edges to try and not let what I've been trying to build fall
apart.

~*~

Now that my explanation is over with I once again move
toward the green fields, lush highlands and rolling mountains of Eira. A land
of magic, and sylvan forests. In the Lands of Eira, most threats are not from
foes and monsters that live next door. Goblin Tribes exist true, but more
fearful are the spirits and Beings that call Eira home. A Goblin ambush on a
ill-traveled road may be spotted, but the wooshing howl and attack of a
Padfoot will almost always be a surprise.

Take for instance the Gwyllion; a spirit of no true form
that roams the road-sides, a clearings that criss-cross the land. The Gwyllion
is an imprint, one that has multiplied and transcended its true origin. A
mish-mash of the feelings of loss and hopelessness, the fear of travelers who
died along the roads throughout history.

Remember, roads are a magic onto themselves, creations of sentient beings to connect,
broaden and explore other places and peoples. Roads have the power to create
and destroy (see again the Padfoot). As such, the Gwyllion, is a mixing of the latent
energies of those that have died on the roads. This bodyless force is always
one, but always many, able to take form in different places at different times,
and to affect different people along the road.

The Gwyllion is always proceeded by a low wailing, like
the sound of the wind through a bottle, when it appears, it does so in the shape
of a young girl or an old woman. If invited to join the travelers or camp, the
Gwyllion, will accept for the night. When the travelers awake she will be gone
and a single gold piece will be found in the camp or wagon. However, if the
Gwyllion is ignored her wailing will increase to painful levels (50% chance of
growing confused) and she will attack the travelers soon after they pass or see
her (1d4 rounds, counts as surprise).

Gwyllion

Hit Dice: 3HD

Armor Class: 5 [14]

Attacks: 1d6 "Claw" attack - see below, Wail -
See Below

Saving Throw: 14

Special: Wail,
Non-Magic Weapons do half-damage

Move: 45', rough terrain does not hinder

Alignment: Neutral

Challenge Level/XP: 3/60

Claw Attack: The Gwyllion cannot directly kill those they
fight. Their claw attack, instead, drains the target of their vitality until
they target is knock unconscious.

Wail: The Gwyllion, lets out a horrible wail encompassing
all the anguish and pain of all those who have previously died on the roads. If
the target fails their saving throw they are confused for 1d6 rounds and have a
negative 3 to all actions.

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